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https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
"Fixed" scene test examples.
Seems like calling `renderer.initWebGLObjects` out of regular frame render doesn't play well with new buffer switching minimization optimization.
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@@ -165,8 +165,6 @@
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var camera, scene, loaded;
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var renderer;
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var mesh, zmesh, geometry;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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@@ -186,7 +184,7 @@
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function handle_update( result, pieces ) {
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refreshSceneView( result );
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renderer.initWebGLObjects( result.scene );
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//renderer.initWebGLObjects( result.scene );
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var m, material, count = 0;
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@@ -363,14 +361,18 @@
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for( var i = 0; i < count; i++ ) {
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object = new THREE.Mesh( geometry, material );
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object.position.x = ( Math.random() - 0.5 ) * range;
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object.position.y = ( Math.random() - 0.5 ) * range;
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object.position.z = ( Math.random() - 0.5 ) * range;
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object.rotation.x = Math.random() * 6;
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object.rotation.y = Math.random() * 6;
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object.rotation.z = Math.random() * 6;
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object.matrixAutoUpdate = false;
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object.updateMatrix();
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result.scene.add( object );
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}
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@@ -186,7 +186,7 @@
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function handle_update( result, pieces ) {
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refreshSceneView( result );
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renderer.initWebGLObjects( result.scene );
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//renderer.initWebGLObjects( result.scene );
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var m, material, count = 0;
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